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Mastering C++ Game Animation Programming

Mastering C++ Game Animation Programming

By : Michael Dunsky
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Mastering C++ Game Animation Programming

Mastering C++ Game Animation Programming

By: Michael Dunsky

Overview of this book

With two decades of programming experience across multiple languages and platforms, expert game developer and console porting programmer Michael Dunsky guides you through the intricacies of character animation programming. This book tackles the common challenges developers face in creating sophisticated, efficient, and visually appealing character animations. You’ll learn how to leverage the Open Asset Import Library for easy 3D model loading and optimize your 3D engine by offloading computations from the CPU to the GPU. The book covers visual selection, extended camera handling, and separating your application into edit and simulation modes. You’ll also master configuration storage to progressively build your virtual world piece by piece. As you develop your engine-like application, you’ll implement collision detection, inverse kinematics, and expert techniques to bring your characters to life with realistic visuals and fluid movement. For more advanced animation and character behavior controls, you’ll design truly immersive and responsive NPCs, load real game maps, and use navigation algorithms, enabling the instances to roam freely in complex environments. By the end of this book, you’ll be skilled at designing interactive virtual worlds inhabited by lifelike NPCs that exhibit natural, context-aware behaviors.
Table of Contents (21 chapters)
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1
Part 1: Populating the World with the Game Character Models
5
Part 2: Transforming the Model Viewer into an Animation Editor
9
Part 3: Tuning Character Animations
14
Part 4: Enhancing Your Virtual World
19
Other Books You May Enjoy
20
Index

Using face animations in node trees

Creating a new node type is easy. First, we add a new class, FaceAnimNode, consisting of the FaceAnimNode.h header and the implementation file, FaceAnimNode.cpp, both placed in the graphnodes folder. We can borrow most of the implementation from the WaitNode, adding ImGui elements and a bit of logic to control the face animation during the execution time. Figure 10.5 shows the final layout of the FaceAnim node:

Figure 10.5: The new FaceAnim node

The node allows us to choose one of the face animation clips, including the None setting to disable face animations on an instance, starting and ending weights for the animation in both play directions, and a timer to control how long the animation replay will take.

Before we can add the new FaceAnim node, we must extend the enum containing the node types and the graph node factory class.

Adjusting the code for the new FaceAnim node

Similar to WaitNode, the FaceAnim node delays the...

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Mastering C++ Game Animation Programming
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